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ChoGGi

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ChoGGi

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About this mod

Enables cheat menu, cheat info pane, console, adds lots of menu items: set gravity, follow camera, better render/shadow, edit logo/sponsor/commander, unlimited wonders, build almost anywhere, start mysteries, useful shortcuts, etc... Requests are welcome.

Permissions and credits
Mirrors
Changelogs
PC Gamer: Rain down asteroids and control gravity with this cheat-enabling Surviving Mars mod


Install Info
Place CheatMod_CheatMenu folder in %AppData%\Surviving Mars\Mods
(create Mods folder if it doesn't exist). Other OS locations
Enable with in-game mod manager



Info
F2: Toggle the cheats menu.
F4: Open object examiner for object
Ctrl+F: Fill resource of object
Enter or Tilde: Show the console
F9: Clear the console log
Number keys to open/close build menu (Shift-*Num for menus above 10)
Ctrl-Alt-Shift-R: Opens console and places "restart" in it
Ctrl-Space: Opens placement mode with the last placed object
Ctrl-Shift-Space: Opens placement mode with selected object (works with deposits)
Ctrl-Shift-F: Follow Camera (follow an object around)
Ctrl-Alt-F: Toggle mouse cursor (useful in follow mode to select stuff)
Ctrl-Shift-E: Toggle editor mode
Ctrl-Alt-Shift-D: Delete object
Ctrl-Shift-C: Clone selected object to mouse position
More shortcut keys are available, see menu items.

When I say object that means either the selected object or the object under the mouse cursor

There's a cheats section in most selection panels on the right side of the screen.
Menu>Gameplay>QoL>Infopanel Cheats (on by default)
Hover over menu items for a description (will say if enabled or disabled)



List of some stuff added (not up to date)
Add 250 Applicants
Add Funds/Reset Funds
Add Mystery Buildings
Add Prefabs
Add Research Points
Allow Dome Forbidden Buildings
Allow Dome Required Buildings
Allow Tall Buildings Under Pipes
Amount of BreakThrough Techs Per Game
Asteroids (single,multi,storm)
Avoid Workplace
Border Scrolling
Build Spires Outside of Spire Point
Building Damage Crime
Cables & Pipes: Instant Build
Cables & Pipes: Instant Repair
Cables & Pipes: No Chance of Break
Camera Zoom Dist
Chance of Negative Trait
Chance of Sanity Damage
Change Logo
Change Occurrence Level of Disasters
Change Sponsor/Commander
Colonist Residence Capacity
Colonists Add Specialization To All
Colonists Chance of Suicide
Colonists Morale Max
Colonists Per Rocket
Colonists Starve
Colonists Suffocate
Construction For Cheap
Crop Fail Threshold (lower the threshold to 0)
Deep Scan
Deeper Scan Enable
Disable Texture Compression
Drone Battery Infinite
Drone Build Speed
Drone Carry Amount Increase
Drone Meteor Malfunction
Drone Recharge Time
Drone Repair Supply Leak
Drones Per DroneHub Increase
Drones Per RC Rover Increase
Fill Resource Selected
Food Per Rocket Passenger Increase
Fully Automated Buildings
Game Speed Default,Double,Triple,Quad,Octuple,Sexdecuple,Duotriguple,Quattuorsexaguple
Increasable Capacity Colonist/Visitor/Battery/Air/Water
Instant Build (most items)
Maintenance Free Buildings
Meteor Health Damage
Moisture Vaporator Penalty
No Home Comfort Damage
Open In Ged Editor (lets you open some objects in the ged editor)
Outside Workplace Radius Increase
Outsource Points 1000000
Outsourcing Free
Performance Penalty Non-Specialist
Positive Playground
Project Morpheus Positive Trait
RC Rover Drone Recharge Free
RC Transport Storage Increase
RC Transport Transfer Speed
Remove Building Limits (they can be placed almost anywhere: no uneven terrain, it messes the buildings up)
Renegade Creation
Research Every Breakthrough
Research Every Mystery
Research Queue Larger
Rocket Cargo Capacity
Rocket Travel Instant
Sanatorium Cure All Traits
Sanatorium/School Show All Traits
Scanner Queue Larger
School Train All Traits
See Dead Sanity Damage
Set Colonists Age,Sex,Comfort,Health,Morale,Sanity
Set Death Age to 250
Set New Colonists Age,Sex
Set Shadow Map Size
Show All Traits in Sanatorium/School
Show Hidden Buildings
ShuttleHub Shuttles Increase
Spacing between Pipe Pillars
Start Mysteries (mysteries don't start till after you have 100 colonists, and an amount of time has passed. they stack up, so I wouldn't start too many)
Storage Depot / Waste Dump increase
Toggle Editor (you can move stuff around: if you really want a bunch of colonists moving around inside a dome that isn't there anymore)
Toggle Infopanel Cheats
Traits: Add/Remove All Negative or Positive
Unlimited Wonders
Unlock Every Breakthrough
Visit Fail Penalty
Write Logs

Settings are saved at %APPDATA%\Surviving Mars\CheatMenuModSettings.lua
^ delete to reset to default settings (unless it's something like changing capacity of RC Transports, that's kept in savegame)



Console
Toggle showing history/results on-screen (Menu>Debug, it's on by default)
type any name in to see it in the console log (ex: Consts)
exit : or quit
restart : or reboot
examine(Consts) : or ex(SelectedObj)
dump(12345) : dump puts files in AppData/logs
dumplua(dlgConsole) : dump using ValueToLuaCode()
dumpobject(SelectedObj) : or dumpo
dumptable(Consts) : or dumpt
trans() : translate userdata: ********** to text
SelectedObj : or s
SelectionMouseObj() : or m, object under mouse cursor
GetPreciseCursorObj() : or mc, like SelectionMouseObj but compact
GetTerrainCursorObjSel() : or mh, just the handle
GetTerrainCursor() : or c, position of cursor: use with s:SetPos(c()), or point(c():x(), c():y(), c():z())
terminal.GetMousePos : or cs, mouse pos on screen, not map

If you want to overwrite instead of append text: dumpobject(TechTree,"w")
If you want to dump functions as well: dumptable(TechTree,nil,true)
If you want to save the console text: Debug>Write Logs (very helpful for examining an object)

you can paste chunks of scripts to test out:
local templates = DataInstances.BuildingTemplate
for i = 1, #templates do
  local building = templates[i]
print(building.name)
end

some functions I added that may be useful for modders:

ChoGGi.PrintIds(TechTree): Dumps table names+number (access with TechTree[6][46])
TechTree[6][46] = Breakthroughs>PrefabCompression

ChoGGi.ReturnTechAmount(Tech,Prop) : returns number from TechTree (so you know how much it changes)
see: Data/TechTree.lua, or ex(TechTree) ex(TechDef)

ChoGGi.ReturnTechAmount("GeneralTraining","NonSpecialistPerformancePenalty")
^returns 10
ChoGGi.ReturnTechAmount("SupportiveCommunity","LowSanityNegativeTraitChance")
^ returns 0.7

it returns percentages in decimal for ease of mathing (SM removed the math.functions from lua)
ie: SupportiveCommunity is -70 this returns it as 0.7
it also returns negative amounts as positive (I prefer num - PositiveAmt, not num + NegativeAmt)



Known issues
Going above 4096 capacity will make certain buildings laggy (houses/schools), and around 64K will crash.
  >Don't go too high...
If you increase a number high enough it'll go negative.
  >Don't go too high or use the menu to reset to default (if it's still broken send me your save).
Production will reset when the production changes (Solar panels, Wind turbines, etc).
  >You can use Buildings>Production Amount Refresh to reset to saved amounts.
You can't cheat fill concrete deposits.
>Got me.

Thanks
chippydip (for the original mod)
Everyone else giving suggestions/pointing out issues.
REPORT BUG
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